pretty cool game, just wish you tagged it as ai
ilcante
Recent community posts
Really cool update I like how everything looks and the removal of the dice is a good decision overall the ability to combine units is a bit bugged though and trying to combine a bronze and silver unit bugs the bronze unit out and makes it so it can't be combined again that round. surprisingly I found a way to defeated the fool king originally in my review I was gonna complain about how range is overpowered but I eventually found a counter..... 
Had a lot of fun playing this version, I think the best way to make it to floors 2 and 3 though, is cheesing the time angel and making sure you only have moonlight dust. You can technically take almost no damage if you use the moonlight dust and time your attacks and defense since there's no variance in the angels attacks. I also liked being able to get a companion at the end of the game that was fun. a small bug I noticed though was that the starting dialogue for the shopkeeper repeated once.
overall, really good game I 100% everything so far, I am generally not a fan of ideal games but this one managed to knock it out of the park! The slow, combination of different actions was a pretty great way of speeding things up and kept the game feeling fresh. The only thing I didn't really like was the water recycler on Laurion since it was just so slow. However, Laurion was probably my favorite location since it somewhat forced you to use the wait button in order to get the artifact which was a cool way of showing the player how to use a mechanic. I also noticed I never died from hunger, it was always water..... Anyways, great game all around.
So I have played the demo and here is what I think about the game right now:
It is really fun but I feel like the game snowballs a bit too much.
There are tons of different strategies you can employ and most of them are viable if you get the right support, however something I have noticed repeatedly throughout the different versions of the game is that most of the time I can usually tell if I'm going to win if I get about halfway to the next target after the goblin enemy. From there I might lose 1 life from some random encounter and maybe another from the dragon but all in all the early game feels like it dictates the rest of the run a bit too much, it would be nice if the difficulty was a bit more even throughout the run instead of it mainly being how lucky you get with your starting units.
Once again, extremely fun game, one of the best auto battlers I have ever played, just feel like the difficulty could be a bit more linear. Also this was just with the newest steam demo and default play mode.
I really liked the game, however, the biggest issue for me is how the game encourages save scumming a bit too much in order to progress to depth 200 and for the various dialogue options. Another issue I had is that it was optimal to take the trinket at the start instead of the armor or weapon since you can get both of them without fighting any enemies.
I really liked the angel boss and how it interacts with you even even when your in your inventory though I feel that it might be annoying if implemented in the full game, for better or worse. After it dies though the rest of the game isn't too difficult. Bleeding seemed to be a bit too prevalent, would have been nice if confusion or poison were also more common.
having every human also have the ability to revive like yourself is really cool and shows that your not all that special going down to the depths and having different humans interacting with you like the spearman throwing spears at you as you try to get closer would be a great idea. It's also funny that the only reason you revive is cause the shopkeeper wants your money.
I ended up doing pretty much everything except finding the ax shaped thing for the first floor, might have to get the guardian to open it or something.
like having it be so every other time instead of getting a creature you have a way to upgrade all the creatures, or maybe 1 creature. For example: give 1 attack to all creatures with no effect or give 2 health for all creatures that give 2 attack so you could build around getting those "trinkets" or powerups.
pretty cool roguelike. I think increasing the difficulty a bit and maybe making it a bit more clear what piece is the queen or the king would be helpful. I felt like the rare items were a bit too OP and just rolled through everything once I got all of them. I never even used the discard button and got 3906 when I won. different pieces should have different values like a queen being worth 5 and a pawn being worth 2 since I don't think having a queen and a pawn be the same price is a good idea since the queen is so much better.
It's a cool build of the game but it really feels like it's moving away from it's original vision, having what Mr. magpies does to you be unknown had a certain amount of mystery and intrigue compared to you getting killed by a gun which is a bit of a bland way to go. The ambiguity really fit the atmosphere of the original build. I also dislike how the clock was removed and now it's just rounds. the clock was great way to switch up having there just be rounds like in a lot of other games. It helped distinguish itself since every action you take eats up your time rather than having "stages" which are extremely commonplace. It feels like the more you try to "streamline" the game the more it feels like your straying from the original vision.
you can use my username.
for the book of the true cell it's not horrible, I used it when I won, but enemies just have such high stats on top of some enemies being buffed when damaged maybe? wasn't really sure about that. But it just doesn't really do much since 6 damage isn't super consequential on top of it being potentially unreliable with the negative cell effect potentially killing the useful unit. Target changing items are potentially useful, but are completely overshadowed by how affective unit spawning is. I considered using the attack changing ones but decided not to since there wasn't enough synergy reason to. I ended up just putting the attack +1 stat orbs on all the units along with a key since I didn't know how long the run would be. I definitely value attack more than defense this patch due to the enemy buffing if it survives. I have completely forgot how poison worked honestly, would be nice if you have a description for that.
Something I might have forgotten to mention was the cell effects you get. I just ended up choosing the negative cell one since I didn't know how many rounds there were going to be, the movement one is potentially a lot worse since you want to be matching units for the later levels. Overall the debuff cell could probably use some work since I ended up just having 2 future matching units die which essentially negated the debuff cell. For the positive cell affect it's not really worth it since your sacrificing scaling for a temporary win which could potentially snowball into a loss, I didn't use it my winning attempt since it seemed to be somewhat of a trap if you want to get to late game. Short term gain long term loss essentially.
Item abuse: essentially by getting 2 of the item selling ability that gives plus 1 gold upon selling it you can kind of infinitely reroll in theory. unit+key costs 4. fish/pig+key is 3. you get 2 gold from selling items I believe so if you get fish/pig+key that's 1 extra gold you can use to reroll till you get the item you want.
Brawler and dog at first glance don't seem that good so I am less inclined to invest in them. Brawler giving more attack on kill requires that you kill while in late game your essentially just trading everything and the the first stage feels very important in setting up a proper build. Since I didn't build dog I am not sure how big the attack increase gets.
Also, for pickaxe it's not clear what works with it and what doesn't since I don't think it worked with hermit or the death abilites.
I did also have the game crash once when quitting initiation unfortunately I am not quite sure how to replicate it
So I played the new update and here is what I think: It feels quite a bit harder than the previous version, the enemy has some really strong units in the first battle which caused me to lose a few time. However, once I got the plus 2 buff on 3 tiles before the end of preparation it got a lot easier and I was able to breeze through much of the second battle and pretty much all of the third battle except for the last battle in which I tied and then won the game.
Here's what I think of the items:
not really good, honestly I don't think its worth investing in items except for the first battle they all seem kind of bad for the most part after you start scaling up your stats which you absolutely need to do to have any shot at winning.
Here's what I think of the units:
the disposable: might be okay early-mid game when you don't have a lot of stats or have a discard ability but overall it's not that good and there are better options.
The selfless: surprisingly quite decent, not that great early game but at mid and late game getting to plus 7 hp given actually isn't that bad since stats matter a lot late game.
the manifester: a bit of a weird one, he's actually pretty good early game all the way to late game if your smart and put him in the hold slot since when you sell him he sells for 3 gold and is an extra body on board which is nice. He does fall off a bit late game since the bonus is a bit redundant but is essentially free if you keep him in the hold slot for 2 round. I feel like if the game was a bit more balanced around wanting to hold units It would be more balanced. As of now he's essentially just a free body to sell whenever.
The brawler: not very good
The madame: for some reason I don't get this unit that often, the unit however, is very good from the beginning to the end of the game since the affect to use ability's on death is extremely useful.
The pig: not that great might be okay early game but besides that not really worth it.
The dog: didn't use it that much, maybe the affect scales a lot after a while but I'm not sure how good it would be since the starting ability isn't very good.
The underestimated: extremely good early and mid game, falls off a bit late game since everything is super overstated but it's still very good. Summoning units, even low stated ones is super helpful which leads me to.....
The hermit: definitely the best unit in the game due to it's ability to get very high unit stats mid to late game. I originally thought the underestimated was the best but after beating the game hermit definitely seems the best due to how much attack the spawned unit have after being upgraded.
the miner: not entirely sure how to use it? I think it just triggers the cell affect again which isn't that good.
the fish: not very good, would only be good if your trying to infinitely get gold abusing the item sell ability feature overall a bad unit.
the caregiver: I believe the stat increase is permanent so this card is really good, probably the second or third best unit in the game. Permanent stat increases are a must in this game.
Abilities: the stat increases ones for the tiles at the end of the preparation phase are definitely the best ones since you want to scale quickly. discard attack one isn't half bad either. pretty sure you can infinitely reroll if you get enough abilities where you get gold by selling items but it's not worth it since you really want the stat boosting abilities. the ability where it deals damage to an enemy equal to your gold is really good late game where your build is pretty much established. also, having the positive affect tile is nice.
In conclusion: pretty fun game but is probably way too hard early game right now, I think it took me like 5 attempts to get a good enough build going to endgame but the average player probably won't get pas the first battle or if they do their gonna lose pretty quickly in the second due to how RNG reliant the game is right now. most units seem not worth it and the game seems to be falling into a trap one of the previous versions had which is the unit spawning being so much better than the other options you have to pivot into that and nothing else. Overall it's a fun game and I look forward to seeing the future builds!
Pretty fun game, ended up doing a ranged build after quite a few failures. The enemies seem to get easier towards the end for some reason but at the final fight I just got outranged by a mile and couldn't do anything since the opposing archers had ridiculously high range. I feel like most builds don't cut it but after figuring out you can space out units a lot on the map the ranged build seems like the best since you can end up getting cheesed by catapults or 1 stack of guys with a billion buffs otherwise I also noticed the first battle sometimes I would face units with buffs or ones that already had an extra unit. I got soft locked 1 fight and had to concede since all the units were defensive /: the shield goblins and the peasants seemed like the worse units while axe mans and archers generally seemed like the best. The 50% movement decrease along with the increased attack speed seem very OP with archers since you don't want archers moving towards the enemy quickly so the decrease is very negligible. I feel like the only way you could beat those archers at the end is with counter death damage..... anyway its a cool game with a lot of different potential strategies but not for the feint of heart.
I really like it, many games tend to try to emulate inscription, but this game is very good about having the same atmosphere and mystery as inscription, I do feel like most dice are a bit underpowered compared to the final enemy and that the multiplication dice is a bit too strong. I look forward to future updates!
played all the battles here's what I think about it:
pretty satisfying system of using cards, however there are some issues with it. You are somewhat incentivized to spam cards due to losing momentum if you take too long, that means that you are more incentivized to build a more simple deck using cards that are more stat oriented rather than synergy oriented. your given too many link cards at the start with not much information on them while not having a lot of start cards. A lot of the zero energy cards with start are good simply because it increases momentum and allows you to play link cards. I think there should be a menu for each different effect or a tutorial on how linking works, also it would be nice to be able to skip the tutorial if you want.
boomerang seems quite strong due to you being able to potentially going for a power build and probably getting boomerang since there's not a lot of backpack items currently. Maybe give boomerang 3 uses and then it breaks?
Best cards (I think)
warrior: flex and battle cry, both cards give power and start which is very good.
rogue: backflip and boot knife, boot knife gets you a kunai which lets you start or link as long as you don't get hit, backflip lets you start or link while also letting you dodge.
neutral: throwing dagger, parrying dagger, both cards deal 3 damage for 0 energy which is very nice with momentum since you can cycle damage quicker, parrying dagger does require you to break but that's pretty easy once you get a few start cards.
haven't played the other class.
one potential way to solve the momentum problem would be having the ability to swap out momentum for a different ability that wasn't time oriented that triggers like playing 3 weapons gets you 1 power or something like that.
Overall it's a pretty fun deckbuilding game with a lot of potential, it does seem a bit tricky to balance though since your incentivized to play simple strategies and not do anything too complicated due to momentum.
So I have played the new update and this is what I think:
the game seems to be suffering from problems I felt an earlier build of this game had in which unit summoning is the best strategy since it tends to generate a huge amount of points by using the hermit and the underestimated, but mostly the underestimated. This makes the mirror rituals mode feel kind of bad since you have to reroll till you have a decent shot at beating the AI's 2 hermits. Also, I have gotten an indulgence that is based off of how many non-effect units there are before preparation. I assume this was added accidentally. I also found a lot of the indulgences pretty useless since they required discarding a unit from the grid and without the movement indulgence that was there previously they aren't really worth taking since you need a key to move them.
No problem pardner!
One of the things I noticed when playing the game was that the archers were very tricky to deal with since it was hard to determine who they would hit, not sure if it's intentionally tricky or not. Which is partially the reason why I went metal cactus, lower health units could easily get whittled down unexpectedly and cause me to lose too many units at the start. Also, using the metal cactuses was kind of "brute forcing" through many of the enemies since they give such high stats compared to other classes, one of the hardest things to balance in these kinds of games is making it so the gimmicks are viable as well as making the more stat based units viable.
That's all I got to say pardner see ya!
I really liked the game, I tend to play it when it gets a new update of some sort, I have finally managed to beat the hardest mode, here's what i think about most of the varmints:
medic: feels very..... win more, its doesn't feel very strong early or mid game, since it doesn't have that much health and healing such a minor amount isn't gonna matter much if it dies really easily. I suspect it will be better with the final release of the game when there are stronger enemies and varmints.
magician: looks strong on paper, but is just too frail and doesn't scale well late game, it's evolution, wizard shows some potential, but haven't really tested it.
soldier: extremely good early game, decent late game, but tends to fall off late game, resilient is a very strong ability, allowing it to survive multiple fatal wounds over the rounds, feel like its evolution, mercenary is also suited for late game with its ability to use points as extra damage, overall a pretty well balanced card that has its uses.
gym rat: very good varmint to have, can be a bit awkward to use but having 1 feels necessary due to how strong marathoner is, permanent stat buffs are very strong in this game, overall it's a strong varmint but is balanced by it's removal of stats and the necessity to evolve it quickly.
farmer: the varmint seems really handy, synergizing extremely well with gym rat/marathoner due to it's ability to cycle cards quickly in hand plus it's evolution: chef, gives a varmint +1 +1 which is extremely useful along with having a slightly better version of the farmers cycling ability.
Saguard: really feel like this class was the strongest, my winning lineup for the final battle was 4 metal cactuses along with 1 saguard, I really feel like the pure stat buffs are just so strong throughout the game, saguard basically has "get 4 health deal 4 random damage" and metal cactus improves on that with dealing 1 damage at base stats which goes a long way when upgraded with chef and marathoner.
Overall, I felt like saguard was the best varmint, with gym rat and farmer being necessary to have for there stat buffs, soldier is decent with it's survivability, damage, and mercenary evolution. magician felt the weakest, while healer felt like it was a bit weak now but might be more viable when the game comes out and there's more waves of enemies.
nice game pardner
I normally don't comment, but let me say what I think about each unit in the game and the best strategies:
1. manifester+ disposable combo is very overpowered since you can just hold disposable and distill manifester to get +3/+3 every turn or even +6/+6 if you can get 2 maifester.
2. zombie is too good, 5/5 start of game plus the various potential buffs make zombie way too strong should be nerfed.
3. most items in this game suck currently which is unfortunate, they just dont do enough to warrant the price.
4. selfless seems like best balanced card, giving aoe buffs is good and scales into the late game.
5. understimated is okay but zombie is much better.
6. attack buff guy is really bad, he doesnt keep his stat buff ad dies too easily.
7. trickster is bad doesnt scale well into late game.
8. hermits OKAY with a summon build I guess.
9. manifester is very good with the combo not very good otherwise
10. disposable is very good especially with the discard coin buff.
overall the game seems a lot easier compared to previous builds which is not a bad thing, unfortunantly stat buffs seem to be the way to go currently due to the limited spaces.